I am interested too for the source code !

___________________________________________________

--- Brad Urani <[EMAIL PROTECTED]> wrote:
> Can I see the source code for this?
>
> --- "Yazel, David J." <[EMAIL PROTECTED]>
> wrote:
> > When I said 6.6 million triangles it means that a
> > terrain formed on our
> > heightmap with no reduction would be 6.6 million
> > triangles.  Each of our
> > heightmaps is 1280 x 1280.
> >
> > We do not use a behavior to wake up and load a
> file.
> >  We have a thread that
> > monitors your movement with respect to the
> currently
> > loaded quadtree.  When
> > we need to make a change, it usually involves
> either
> > splitting a larger quad
> > into 4 or more smaller quads or combining back up
> > the tree.  So basically we
> > recursively drop down through the tree and combine
> > or split until we have
> > fulfilled all the bounding policies.  This then
> > creates a list of nodes.  We
> > check this list against the "current" list.  We
> > build a scenegraph
> > transaction.  Into this transaction we place
> > commands to detach all terrain
> > patches we don't need, and to add all new patches.
> > When we go to build the
> > UpdateAddBranchGroup() transaction, we query the
> > node for the branch group
> > which we need to be loading.  This in turn loads
> the
> > patch from our terrain
> > paging system, builds the shapes, etc and puts
> them
> > in a branchgroup.  So
> > when we are done buildign the transaction we could
> > have as little as 5 nodes
> > (1 detatch and 4 addChild(), or 1 addChild() and 4
> > detach) up to as many as
> > 40 changes.  The larger sets of changes generally
> > only happen when you make
> > large jumps in space, since generally as you walk
> > through the world it is
> > constantly adjusting the quad tree to maintain the
> > policies for the terrain.
> >
> >
> > All our scenegraph changes are done as
> transactions,
> > which is just nothing
> > more than a container holding a series of commands
> > to be performed on the
> > scenegraph.  We place transactions on a queue
> which
> > is read on a single
> > behavior and processed.  The basic idea is that
> all
> > changes which must be
> > done together to maintain the integrity of the
> > scene.  We throttle back the
> > queue processing speed if the frame rate starts to
> > drop.  Because loading of
> > the patches are done in another thread, and
> because
> > we yield the thread
> > after loading each patch, there is not a large
> > impact to the frame rate
> > while building the transaction.
> >
> >
> > Dave Yazel
> >
> > -----Original Message-----
> > From: Lan Wu-Cavener [mailto:[EMAIL PROTECTED]]
> > Sent: Wednesday, February 06, 2002 4:40 PM
> > To: [EMAIL PROTECTED]
> > Subject: Re: [JAVA3D] ROAM and GPU Usage
> (off-topic)
> >
> >
> > David:
> >
> > I am surprised to see your handling 6.6 million
> > triangles. I can only have
> > about 20,000 Shape3Ds in my scene and yet the
> > performance is not good. I
> > think that I probably should go for the preprocess
> > approach. I know I am
> > not dealing with terrain issue, but your approach
> > gives me some new idea. I
> > suppose that you have a behavior waken up every
> > frame to check the viewer
> > location and load file when it is necessary.
> >
> >   It builds a render list of nodes which
> > >*should* exist to fulfill the policies. This is
> > passed to a controller that
> > >compares it to the list of existing nodes. It
> then
> > builds a transaction
> > >representing a series of attaches and detaches of
> > the scene graph, and
> > >requests the nodes to return their Shape3D's, the
> > old branchgroups are
> > >detached and get garbage collected, and the
> unused
> > children are then culled
> > >from the tree.
> >
> > This part is done through J3D , isn't it? detach a
> > big branchGroup takes a
> > long time. How did you do to make it "not bad".
> >
> > Thank you for help me in switch node too!
> >
> > Lan Wu-Cavener
> > Research Associate and Programmer
> > Dept. of Landscape Architecture
> >
> >
>
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